Quote Originally Posted by PyurBlue View Post
The biggest contributor to that is probably duty finder. I don't think people are actually that averse to interesting dungeons. The speedrun mentality came from dungeon and content design, not the other way around. FF14 is very static. The core of battle content is rerunning the same dungeons over and over and the high skill endgame is running the same raids over and over. Players haven't even really had a chance to experience much else.
I mean... when you boil in down, isn't that how all MMOs are? In most cases, MMO dungeons tend to be static. Sure, you can add flags and difficulty settings to mix things up, but at the end of the day it's the same dungeon with the same goal: get in, get the reward, get out as fast and efficiently as possible. Its just human nature to do things the quickest and most efficient way possible. If you can buy honey at a store, you don't go wandering around a forest, looking for beehives to smash your face in.

The only way to have a true explorative experience every time you go into a dungeon is to have a new layout for the dungeon each time. There has been mmos that have played around with procedurally generated dungeons. Anarchy Online, City of Heroes/Villains, even deep dungeons in FFXIV. All have been, in general, fairly lacking, mostly due to modular systems that MMOs use to do the generating.